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MvM: How to play Engineer on "Hamlet Hostility"
By FemaleVoter99 and 1 collaborators
This is a complete guide on how to effectively play Engineer on "Hamlet Hostility".
Most of this guide focuses on a support-offense playstyle and aims to help new players by offering tips, tricks, and strategic advice.
It covers essential topics and game mechanics such as loadouts, upgrade paths, optimal building placements, wave-by-wave tasks, how to deal with Sentry Busters and Sentryblocking.

As mentioned earlier, this guide is primarily intended for newcomers to MvM and for those interested in improving their skills.
It's not a Bible—don't treat it as one. This guide reflects what we've learned through experience and what has worked well for us.
Adapt it to your own playstyle, and above all, have fun!
   
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Introduction
What You Should Know Before Playing
Before you start playing Engineer in MvM, there are a few important things you should know.
Engineer is a class that takes time to master and can be challenging for inexperienced players. However, once you main Engie and learn how to play it properly, you'll find that it's an extremely powerful and versatile class for any map and mission.
New players often overlook important mechanics and make avoidable mistakes. Playing Engineer isn’t just about placing your buildings in one spot and hiding behind your Sentry like a turtle. Proper positioning, smart upgrades, and wave knowledge are all essential when playing this class effectively.

Move Your Buildings if Needed
This applies to your Sentry, Dispenser, and Teleporters.
During certain waves, robots will only come from specific areas of the map (for example, the balcony in Mannhattan or the hill on the right side of Rottenburg). In these cases, it's important to move your buildings closer to the bot spawn to help your team eliminate them quickly before you start to lose ground.
Also remember: there are many viable building spots on every map, each fitting different playstyles. This guide will cover the most effective placements for this mission.

Don't Turtle with Your Sentry
Avoid standing behind your Sentry all the time. Pay attention to your other buildings and repair them when needed.
You can also use Rebuild Canteens to fix or replace your buildings instantly.

Know How to Sentryblock
"Sentryblocking" is a game mechanic that involves placing your Sentry in specific spots to block giant robots—especially Giant Scouts.
If your team isn’t doing a good job blocking them, you can solve that skill issue by setting up a proper and reliable Sentryblock.
Weapon loadout: Options to Consider
Generally, based on the classic MvM meta regarding weapon choices, Engineer has several options that can be very effective to equip and use. You can skip this section if you’re already familiar with viable weapons:

Primary: The Rescue Ranger
The Rescue Ranger lets you pick up any building within your line of sight. Right-click picks up the building, and left-click shoots projectiles that repair it—provided you’re aiming at the building you want to move or fix.
For support-focused play, the Rescue Ranger is an excellent tool that makes the Engineer easier to play. It is by far the most reliable primary weapon for beginners.

Primary: The Widowmaker
Although this option isn’t ideal for support-only playstyles, we included it here to show that it can be used effectively if players are skilled enough.
The Widowmaker is a reliable damage-dealing weapon that consumes your metal instead of ammo. All damage dealt is returned as metal, essentially giving you infinite shots if you have good aim.
An Engineer using the Widowmaker is a good choice for taking down giant robots and even tanks.


Secondary: The Wrangler
The Wrangler lets you manually control your Sentry and increases its range, which is very effective for taking out Sniperbots or leaving the robot Über Medics to your teammates.
Additionally, a wrangled Sentry gains a shield that reduces damage by 66%, making it an excellent tanking option against giant robots.
You can also perform a Sentry jump with the Wrangler to reach certain locations faster (especially when leaving the upgrade station) or help a teammate Medic build Übercharge quicker by shooting yourself with your Sentry.
On this mission, the best thing you can do is using this secondary from Wave 1 to Wave 5, since all of those waves will have Über Medics, and not popping them will be part of your priorities.

Secondary: The Short Circuit
This weapon counters explosive spam from robots by firing electricity orbs that destroy any enemy projectiles.
On this mission, you can use this weapon in Wave 6 to counter the explosive spam from the robot Demomen and the Sir Nukesalot boss at the end of the wave.



Melee: Default Wrench



The default Wrench is a solid melee option with no downsides that affect gameplay. It’s reliable for keeping your buildings operational.





Melee: The Jag

Unlike the default Wrench, the Jag increases building deploy speed by 20% with each hit.
However, you’ll need to hit a building three times to remove a Spybot sapper, which can make your job more difficult in some situations.
The Map
This short chapter is made for new players to understand map knowledge—something that is very important when playing Engineer or any class that requires specific positioning.

Frontline

The frontline is the place where all the teams start playing at the start of a mission and can be divided into 3 places: Left side, Right side and the Left side tunnel.
  • The Left side is the place where most part of the robots are going to spawn on the mission.
  • On the other hand, the Right side, also known as "the hill" or "cliff", is the secondary robot spawn point, used by Sniperbots and some hordes during all waves.
  • The Left side tunnel is the Tank spawn point.

Town Square

Once the team has lost the frontline, it's very common to see players defending from the tunnel that connects the Rottenburg town with the frontline. The town square surrounds a tall tower that divides the Bomb and Tank path in two: Left and Right (In this case, the screenshot shows the right one).


When the robots take the left bomb path, they'll surround the tower in the middle of the town square, going through the dirt path underneath it. This place tends to be a choke point when the team fails to keep a defense on the town tunnel. Dispenser and Teleporter exit can go next to the pitfall down below the tall tower and the Sentry can be placed on the corner next to the pit, covering the dirt path and also working as a good sentry-blocking spot.


In case the robots are following the right bomb path, they'll go through the bridge next to the tall tower in the middle. This is another choke point when the team fails to keep the town tunnel clear. Dispenser and Teleporter exit can go close to the two barrels showed on the image above, next to the corner of the dirth path in the middle. Sentry usually goes on a similar spot with the Dispenser; as long as it's bomb guarding, it's acceptable.

Outer Hatch Tank Gates
This is in case the players taking the role of Tank Busters are taking too long to destroy a Tank. Exclusively for the left bomb path. Both entrance and exit gates for the Tank are part of the outer hatch area.


Entrance. The door opens when the Tank is close to it and once it's on the inside it will close. At this point, the Tank Busters will have to move to the exit gate to continue attacking the Tank.


Exit, connected to the bomb hatch. Tank Busters won't have a lot of time to destroy the Tank, so using Crits canteens are an option to consider.
Building Placements
Teleporter

Standard Teleporter Entrance with 2-Way, always facing the nearest upgrade station. This guide only shows Teleporter placements optimized for players who have purchased the 2-Way Teleporter upgrade.


Standard Teleporter Exit with 2-Way, always placed near the frontline. Robots do not attack the Teleporter exit unless a player is standing on it, so placing it in an exposed location is often better than placing it far away. A 2-Way Teleporter near the frontline is especially useful for players who tend to upgrade or buy canteens mid-wave (e.g., Instakill Demoman, Canteen-sharing Medic, or Damage Scout).
As the Engineer, you can also use your own Teleporter to go back to spawn for canteens or additional upgrades mid-wave.


Another variation for the Tele exit, commonly used on teams with experienced players. Not really recommended to use at early waves if you're with subpar or new players.


By far, this is the most common placement for the Teleporter exit in Rottenburg, in most cases without the 2-Way upgrade.
Anyways, if you have such upgrade, you can place it here if you have a good and effective Sniper on your team. Some players picking this class tend to do the same thing of upgrading midwave and might ask you to place the Tele exit close to them—this is for their convenience only.


Teleporter exit in case you lost the frontline and the team is forced to defend close to the Tank barricade.


Another Tele exit placement on the right side of the town tunnel. Can be used if the team lost both frontline and the Tank barricade area.


Dispenser

Standard placement behind the left side rock. Very reliable and effective spot as long as the team has a solid crowd control. Spot only focused when the robots are spawning on the left.


Dispenser placement when the robots are coming from the right. Reliable spot if you have a solid Soldier or Heavy with you.


Another variation when it comes to defend the right side. Very aggressive placement and can be used if you have two or three teammates standing on the hill. The Teleporter exit also shares this spot close to the Dispenser for those who like to spam canteens or upgrading midwave.


If the team is losing the frontline, a Dispenser behind the right side rock next to the Tank barricade is also a good placement if you have to fall back.


Dispenser placement if you have teammates defending on the town tunnel.


Passive Dispenser next to the town tunnel. Can be used if there's a lot of spam from the robots and you can't keep a solid Dispenser on the tunnel.


Sentry
Some kind of aggressive Sentry placement when the robots come from the left. It's a solid spot if you want your Sentry to take less damage from the robots, as they'll already be targeting your teammates instead of your buildings.



Standard Sentry placement when the robots come from the right. It's exposed, but offers a solid crowd control if your teammates are helping you. Having this placement is kind of tricky at the beginning for new players because demands you to place the Sentry on a very specific point on the rock. We decided to include an extra screenshot of how you can place the Sentry on this spot.


Another placement for the Sentry in case you lost the frontline and the robots are starting to drop from the hill. If the team is losing the frontline, a Sentry behind the right side rock next to the Tank barricade is also a good placement if you're stuck on that point.


Sentry spot placed close to the town tunnel in case you lost the entire frontline. If you decide to use this one, we suggest you to equip and use The Wrangler to counter possible high spam from the robots.


Only a good spot for the Sentry when it comes to attack a Tank. Otherwise, it can be very vulnerable in early waves, since the robots will start shooting it very quckly, forcing you to use Building Canteens or move the building to a safer spot.
Wave 1
This wave doesn’t require any specific tasks from the Engineer beyond general support. Most of your role is assisting your team with crowd control. In short, keep your Sentry actively working alongside your teammates, providing them with ammo via Dispenser. Most of the action happens on the left side, with the final section taking place on the right.

Upgrades
From Wave 1 through Wave 7, the following upgrades can be purchased safely without the need for refunds.
Only consider rearranging your upgrades if your team’s Scout is missing money. In that case, adjust your priorities—but always put full Dispenser range and 2-Way Teleporter first.



  • Buy 3 ticks of +100% Dispenser Range: A wider range allows your teammates to receive ammo, health, and metal without having to “hug” the Dispenser. Without this upgrade, players must stay too close to it, which makes the Dispenser vulnerable to splash damage.
  • Buy 2-way Teleporters: Excellent for buying upgrades or canteens mid-wave. This upgrade allows your team to return to spawn quickly without walking or using a killbind. It’s especially useful for players with aggressive playstyles or canteen-sharing Medics.
  • Buy Building canteens and use them for rebuildings or insta-repairs if needed. If you run out of canteens during a wave, remember that you can take the 2-Way Teleporter back to the base and buy more of them.

How to Play
The wave begins with 5 groups of 6 Scouts spawning on the left side. Set up your Sentry covering that area to take them out quickly.


Once the Scouts are cleared, a Giant Soldier will spawn on the right side. Place your Sentry close to the hill and use the Wrangler to make it more tanky while shooting the giant until you take it down. Depending on where the bomb is located, the Giant Soldier might fall off the hill or simply walk through it, so be ready to reposition your Sentry if needed.


Then, move your Sentry back to the left side to handle the incoming groups of Soldiers. When the Giant Demoman pocketed by 3 Über Medics arrives, use the Wrangler again, but avoid attacking directly so the Medics don't pop their charges and leave them for your team’s Medic Picker—having one (such as a Stickybomb Demoman, Explosive Headshot Sniper, or Gas Passer Pyro) is highly recommended for this wave. If your team doesn’t have one, you’ll likely need to pop the Medics quickly, and using your secondary weapon won’t make much difference.


Once the Medics are eliminated, continue attacking, either using the Wrangler or letting the Sentry handle the hordes of robots automatically.


After the Giant Demoman, another Giant Soldier will spawn with some groups of Soldiers.
At this point, move your Dispenser and Sentry to the right side in order to continue defending.


The last hordes of robots will now come from that direction. When the final Giant Demoman and Giant Soldier with the 4 Über Medics approach the bottom of the hill, use the Wrangler and don't shot until your teammates kill the Medics. Once they're gone, focus on the Giants and finish off the remaining robots.
Wave 2
Wave 2 is generally straightforward, provided you maintain solid building placements. You'll have some groups of robots that can be practically handled by the Sentry on its own while your teammates are taking care of the rest of them.

Main Objectives
  • 1) Use the Sentry to kill the robots coming from the hill (15 Heavies, 34 Bowmen, Giant Heavy with Über Medics and 20 Crit Soldiers).

Upgrades


  • Buy 2 ticks of +100% Building Health: Higher building health equals having more tanky and stronger buildings against enemy damage, and this works perfectly on this wave, since your Sentry is going to deal with numerous groups of robots.
  • Buy Building canteens and use them for rebuildings or insta-repairs if needed.

How to Play
This wave starts off fairly easy, with groups of Shotgun/Fists of Steel Heavies. Set up your Sentry facing the left side spawn and let it handle them.


Once the Shotgun Heavies stop spawning, 15 Minigun Heavies will spawn from the right. Place the Sentry on the right side rock in order to kill them.


Next, you'll have robots coming from both sides: a Giant Pyro pocketed by an Über Medic along with 2 Flare Gun Pyrobots on the left, and 32 Bowmen on the right. Since your team can usually handle the Giant Pyro without much trouble, it’s best to place your Sentry on the hill to help clear out the Bowmen quickly.


After the Bowmen are eliminated, move your Sentry down the hill and prepare for a Giant Heavy supported by 4 Über Medics approaching from the right. Use the Wrangler and hold your fire until your teammates take down the Medics, then finish off the Heavy.


From here, the wave becomes more straightforward. You’ll face 20 Crit Soldiers coming from the right, and the final Giant Pyro with an Über Medic and 2 Flare Gun Pyrobots approaching from the left. It’s highly recommended to keep your Sentry covering the right robot spawn, as the Crit Soldiers pose a major threat to the entire team. For extra support, place your Dispenser on the right side so your teammates can maintain a strong defense on the right without running out of ammo. Remember, you won’t be able to deal with the Soldier hordes alone—team coordination is crucial at this specific moment.
Wave 3
This wave is more demanding and forces Engineers to multitask. Your top priorities will be stopping the Giant Scouts and helping destroy the Tank, meaning both Sentryblocking and Tank Busting will be key parts of your job.

Main Objectives
  • 1) Sentryblock and destroy the 3 Giant Force-A-Nature Scouts coming from the left.
  • 2) Equip the Widowmaker to follow and destroy the Tank.
  • 3) Keep your Sentry on the fronline to kill the 12 Pyros and the 6 Support Engineers spawning on the left while you're dealing with the Tank.

Upgrades



  • Equip the Widowmaker and buy 4 ticks of +10% Firing Speed. You'll use it to destroy the Tank.
  • (Optional) Buy 1 tick of +10% Sentry Firing Speed: Works perfectly to help your team handle the frontline and to kill robots faster. This upgrade is optional, so if you want to avoid it, you can try buying the third and last tick of +100% Building Health.
  • Buy Building canteens and use them for rebuildings or insta-repairs if needed. It's worth mentioning that you can also buy Crits canteens in order to destroy the Tank faster.

How to Play
The wave begins with 36 Demomen coming from the left, followed by a Giant Soldier pocketed by 3 Über Medics. As usual, when the giant starts attacking you, use the Wrangler and avoid popping the Medics—wait for your teammates to take them out.


Once the first Giant Soldier and its Medics are dealt with, a Giant Scout will spawn on the left, followed by another Giant Soldier with 3 Über Medics. Depending on where the bomb is located, you’ll need to change the spot of your Sentry and use Sentryblocking to stop the Giant Scouts.


After the second Giant Soldier goes down, 2 more Giant Scouts will spawn from the left. Be ready to sentryblock them as well.

This is another Sentryblocking spot used as a backup plan in case the Giant Scouts make their way through the left side rock. More spots will be covered in the next chapter.

As the last Giant Scout arrives, a Tank will spawn from the left tunnel. Since the Engineer with a fully upgraded Widowmaker is excellent at destroying Tanks, it’s highly recommended you take on this role so your teammates can stay on the frontline handling the rest of the robots coming from the left—these will include 12 Pyros, followed by 6 Support Engineers, and finally three Giant Soldiers pocketed by 2 Über Medics each, along with 9 Minigun Heavies.


Once the Tank is destroyed, your main tasks are done. From there, simply help your team as they finish off the remaining robots.
Wave 4
This is a wave where inexperienced teams often struggle, largely due to the big number of Giant Scouts. Failures become more common if a new Engineer—unfamiliar with Sentryblocking—takes the role, or if teammates aren’t eliminating robots quickly enough. The key to success here is simple: sentryblock every Giant Scout to keep the bomb from advancing.

Main Objectives
  • 1) Sentryblock and eliminate the 12 Giant Force-A-Nature Scouts coming from the left side.

Upgrades


  • Buy the last tick of +100% Building Health: There's a considerable amount of spam from enemy robots on this wave, so consider making your buildings (especially your Sentry) as tanky as possible.
  • Buy Building canteens and use them for rebuildings or insta-repairs if needed.
On this wave, using the Widowmaker isn't necessary, so you're free to switch your primary—it's up to you.

Sentryblock Spots
Since this wave has a considerable amount of Giant Scouts, you might want to know how many Sentryblocking positions you have to choose before trying to play.
Robots will take certain routes depending on where the bomb is being dropped, these being the Left or Right bomb path. Notice that the Sentries showed on the images down below are the spots that you can use to do sentry-block, so consider all of them.
All of the Sentryblock spots showed here are exclusively focused on the frontline area because those are the most important spots to know for an average game.


Left robot spawn. Here, you have a 5 safe and good possibilities: 2 on the left and 3 on the right.


Right robot spawn. Once the robots are close to the right side rock, they'll take a single path to carry the bomb. These 3 spots showed are good options for a good Sentryblock.

Of course, there are many more spots for Sentryblocking, but the ones showed above are enough for you to have options at the moment of doing this task.

How to Play
The wave starts with 4 groups of Minigun and G.R.U. Heavies, followed by a Giant Scout, all spawning from the left.


After taking down the first Giant Scout, 20 Soldiers will come from the right side. You don’t need to move your Sentry here—your primary role this wave is to sentryblock the giants—so ask your teammates to handle the hordes of Soldiers instead. A Sticky Demoman or a competent Soldier can usually deal with those robots effectively. You can temporarily move your Dispenser to the right to keep your teammates with ammo, but return it to the left side once the Soldiers stop spawning.


Next, another Giant Scout will spawn from the left, followed by a Giant Heavy pocketed by 2 Quick-Fix Medics. Use the Wrangler here to make your Sentry tankier and eliminate the giants faster.



The rest of the wave is more of the same: more groups of Minigun, Shotgun, and G.R.U. Heavies, 10 Giant Scouts, and 2 Giant Heavies with Medics—all coming from the left. Keep your Sentry positioned in a good spot and continue blocking and shooting the giants as they approach.
Wave 5
This wave can be challenging if the team lacks proper coordination. As the Engineer, you’ll need to focus on the Tank while also using your Sentry to manage groups of robots spawning on the right. The rest of your team should stay on the frontline, handling the other groups of robots.

Main Objectives
  • 1) Equip and use the Widowmaker to destroy the Tank.
  • 2) Use the Sentry to destroy the 30 Bowmen and the Buff Banner/Concheror Soldiers spawning on the right.

Upgrades


  • Buy 3 Crits canteens and use them with your Widowmaker to attack and destroy the Tank.
  • (Optinal) Buy 3 ticks of +30% Crit Resistance: The hordes of Buff Banner Soldiers can be a problem if not dealt quickly, so you can upgrade your crit resistances so you don't die too easily.

How to Play
Wave 5 begins with 30 Soldiers spawning from the left. Place your Sentry covering the main robot spawn and help your teammates with the defense. Once 20 of these Soldiers are down, a Tank will spawn.


While you have the Tank on the left side, groups of Bowmen will spawn on the right. Place your Sentry on the hill to kill them quickly before going with the Tank. Keeping your Sentry on the hill while you focus on the Tank helps to clear the frontline and speeds up the wave.




After the Tank is destroyed, Concheror and Buff Banner Soldiers will come from the right. Move your Sentry to the right side rock and use Rebuild canteens if needed to keep it operational.
Meanwhile, your team will have to handle a Giant Deflector Heavy with 2 Über Medics and 2 Flare Gun Pyros on the left. With a solid Heavy or Sniper on your team, that horde shouldn’t be much of a problem.


The remaining robots will come from the hill, so move your Dispenser to the right side so your teammates don't run out of ammo. The wave finishes with another Giant Deflector Heavy, again pocketed by Über Medics and Flare Gun Pyros on the left.
Wave 6
Wave 6 is noticeably easier than Wave 5. Robots will spawn from both the left and right, but placing your Sentry on the hill to cover the right side while your teammates handle the left is usually enough to keep things under control.

Main Objectives
  • 1) Use the Sentry the destroy the groups of robots coming from the hill (20 Demoknights, 15 of the 30 Bowmen and the 12 Samurai Demos).
  • 2) Equip the Widowmaker and use it to attack the Major Bomber boss at the end of the wave.

Upgrades


  • Buy the 3 ticks of +25% Blast Resistance: You'll have a considerable amount of blast spam coming from the Demomen, so consider having this thing fully upgraded.
  • Buy 3 ticks of +30% Crit Resistance since you'll have some crit-boosted robots in this wave as well.
  • Buy Building canteens and use them for rebuildings or insta-repairs if needed.

How to Play
The wave starts with 20 Force-A-Nature Scouts and 20 Hyper League Scouts spawning from the left, followed by 20 Demoknights on the right. While your team handles them at the left robot spawn, place your Sentry on the right side rock to kill the Demoknights.


Once the Demoknights are cleared, 15 Bowmen will spawn on the right. Place your Sentry on the hill to quickly take them out before they can damage your buildings. Meanwhile, your teammates will be dealing with hordes of Demomen (both standard and giants) on the left.


After the Bowmen are eliminated, place your Sentry on the left side to eliminate the remaining Demomen. Near the end, 12 Samurai Demomen and the final group of 15 Bowmen will come from the hill. At this point, move your Sentry back to the right side and use the Widowmaker to eliminate the remaining hordes.




Once all robots are gone, the wave ends with a boss, the Sir Nukesalot, coming from the right side. A good strategy for the Engineer is to use the Widowmaker with Crit canteens to take it down faster.
Wave 7
The final wave is the easiest on the enitre mission, featuring only 3 Tanks. Since this wave is entirely about Tank Busting, contribute by using the Widowmaker to destroy them quickly.

Main Objectives
  • 1) Equip the Widowmaker and use it to destroy the 3 Tanks.

Upgrades

  • Buy 3 Crits canteens and use them to shoot and destroy the Tanks.
  • If you still have some credits, feel free to upgrade your resistances—the decision is yours.

How to Play
As said before, this final wave only has Tanks, so set up your buildings near the left-side tunnel for optimal coverage.
Placing your Dispenser and Teleporter exit behind the rock (as shown in the images down below) has been a reliable strategy for years, and it still works perfectly for this Tank-only wave. Place your Sentry close to the town tunnel so it can help cover part of the frontline while you’re dealing with the Tanks.




From here, the strategy is straightforward: use the Widowmaker and shoot the Tanks. If you have enough credits, Crit canteens are highly recommended to speed up the process, though not strictly necessary. Once you destroy all of them, you'll win the mission.


Engineerbot Spawn Points
Engineerbots spawn in plenty of places around the map depending on where the bomb is located. In case you want to prevent Engiebots to deploy their Sentries and Teleporter exits that can be a problem for your team and the progress of the wave, you'll have to know where they can spawn.

These are their spawn points showed in order:















Dealing with Sentry Busters
The Engineer’s most frequent nuisance in MvM.
There are several ways to “trigger” (detonate) Sentry Busters, and here you’ll learn each method so you can choose the one that best suits the situation.

Passive Triggering
Passive triggering refers to detonating Busters without actively attacking them. There are three common ways to do this:
  • Using the Rescue Ranger: The simplest method. If the Buster is about to explode near your Sentry (you’ll hear its warning beeps as it begins the detonation animation), aim at your building with the Rescue Ranger and right-click to safely pick it up. This moves the Sentry away from the explosion, saving it from destruction. The Rescue Ranger’s alt-fire costs 100 metal, so make sure you have enough before trying to rescue your building.
  • Detonation Baiting: A variation of passive triggering that doesn’t require the Rescue Ranger. If you want to trigger a Buster quickly, simply pick up your Sentry and walk toward it, or wait for the Buster to approach you. When it collides with you, it will begin its detonation animation—just walk away before it explodes.
    Important: Always bait Busters away from your teammates and your other buildings.
  • Destroy and Rebuild: Some Engineers prefer to simply let the Buster destroy their Sentry, then rebuild it instantly by using a Building Canteen. This method is often simpler, especially if multiple Busters are spawning and your Sentry is already drawing heavy aggro.

Aggressive Triggering (Damage Farming)
Another way to deal with Busters is to destroy them before they reach your Sentry. Teammates can help by using stickybomb traps, explosive or bullet damage, or even slowing them with The Mad Milk (with the “-35% Speed on Target” upgrade).
This approach not only saves your buildings but also lets your team farm extra damage.
Just remember: killing a Buster is fine as long as you don’t destroy it near a teammate or a building. Always make sure everyone and everything is away from the explosions.

Special Trick: The Sentry Buster Glitch
There’s a trick that allows you to instantly detonate a Sentry Buster before it reaches your buildings—or even lock it in place without triggering, essentially turning it into an “Übercharge dispenser” for a teammate Medic.
If you want to learn how to pull off this trick, check the article below. Full credit goes to its creator.
https://steamproxy.com/sharedfiles/filedetails/?id=1680114554
In Conclusion
  • Learning to play this or any mission as Engineer requires both map knowledge and wave memorization.
  • Know which robots are and aren’t your priority targets on each wave. Having a competent Demoman or Sniper on your team can make a huge difference in how you play.
  • The Rescue Ranger is the best primary weapon for new players. If you’re skilled and confident enough, try using the Widowmaker for a different, more challenging, and fun playstyle.
  • Learn how to Sentryblock; it’s one of the biggest differences between a good and a bad Engineer.
  • Adjust your Dispenser placements—aggressive or passive—based on your teammates’ playstyles.
  • If you run out of canteens mid-wave, you can always take your 2-Way Teleporter back to spawn and buy more of them—it won't take too long and it's an excellent option to keep a solid performance.
  • Don’t hesitate to use multiple Building canteens during a wave. They only cost 50 credits each and are an excellent option to always keep your buildings operational.
  • Learn how to handle Sentry Busters. Always trigger them away from teammates and buildings.
  • Make sure Spybots are dealt with quickly, either by asking for help or kill them on your own—never ignore them.
  • On this mission, the Engineer tends to require more help from teammates, especially on early waves. Although, he can solo certain groups of robots coming from the right side hill on waves 2, 5 and 6. Also, this mission is also a good training method for Sentryblocking and Tank Busting.

We hope this guide can benefit the plethora of beginner Engineer players in MvM, and we hope to see you using our tips and tricks in a future game!
If you have questions related to this mission we'll be more than happy to answer them in the comment section down below, cheers.
More Guides Available
For those who are interested in maining Engineer on Two Cities, check the rest of our guides:
https://steamproxy.com/sharedfiles/filedetails/?id=2785801375
https://steamproxy.com/sharedfiles/filedetails/?id=2814488742
https://steamproxy.com/sharedfiles/filedetails/?id=2822140061
-- We appreciate any kind of feedback or comments related to the guide. Off-topic comments will be ignored/deleted/blocked. --
3 Comments
Excesswharf9002 15 Oct, 2022 @ 8:26pm 
good guide :steamthumbsup:
FemaleVoter99  [author] 4 Oct, 2022 @ 5:00pm 
Glad to know that. We appreciate your comment! (:
StumbleBumble 4 Oct, 2022 @ 4:22pm 
yo this was actually super helpful, +rep